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Messages - buttkicker845

not a bad idea. I didn't even think about spawning another ent, i was trying do only do math.
Thanks  :)
7 years ago
Is there a way to determine if a pathnode is inside of a specific zone? i tried using isTouching but apparently pathnodes never return true on isTouching. Is there a way to get the different vertices of a info_goal so i can use those to manually determine if a pathonode is inside of the zone?
7 years ago
you should use the timer hud element which once set will count down but you will need to delete the timer hud element once it reaches 0,this is how the campaign does timers.

Or even use the clock hud element which is what is used for the stopwatch in der riese . it can have any time set for the max time.

Timer:
http://ugx-mods.com/script/#core.HUD.setTimer

Timer with tenths of seconds shown:
http://ugx-mods.com/script/#core.HUD.setTenthsTimer

clock:
http://ugx-mods.com/script/#core.HUD.setClock
7 years ago
change fxtag to fx_tag. this issue you is when you changed it from including the "_" it no longer counts as the same variable as fx_tag
7 years ago
there is a couple of ways of doing this you can do it in code and when the trigger takes damage check that the "type" received is of type,
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"MOD_GRENADE_SPLASH" || type == "MOD_GRENADE" || type == "MOD_EXPLOSIVE"
.
you can get this data by doing
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damageTrig waittill( "damage", amount, attacker, direction_vec, point, type ); 

the other option is in radiant under the entity window to check the box for no on all types of damage except for explosion and projectile.
7 years ago
You're setting the health value just fine but you never stopped the original code from running so it just sets the health value to what ever is the calculated value for the current round. to keep this from happening you need to either comment out the original code or delete it all together.

PS: in case you don't know how to make a comment you make one by placing // in front of a line of text
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//this is a comment and means that all text will be ignored by the compiler and doesn't get read as code. 
7 years ago
does the
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player.ignoreme 
variable still exist in bo3?
if it does you could just do something like this
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function poi_test(){
        level flag::wait_till("all_players_connected"); //edit
trig = GetEnt("trig_name", "targetname"); //change trig_name to whatever
trig SetCursorHint("HINT_NOICON");
trig SetHintString("Zombie exclusion volume");
while(1){
players = GetPlayers();
for(i = 0; i < players.size(); i++)
{
players[i].ignoreme = players[i] isTouching(poi.trig);
}
wait(.05);
}
}

this can also be done with a volume instead of a trigger

PS:this is a quick example you want to do other checks before setting the .ignoreme variable such as if the player is in laststand because if you dont its possible they would become a target if they are downed and not in the trigger zone
7 years ago
remove the line
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poi.trig waittill("trigger", player);
if(player IsTouching(poi.trig)){
and replace it with
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if(isPlayer(player) &&  player IsTouching(poi.trig)){
if you keep the code the same as the original expect for this change it should work
7 years ago
they have already told you that you implemented your if statement in correctly.
if you do it like this:
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if((self GetCurrentWeapon() == "m2_flamethrower_zombie" || "m2_flamethrower_zombie_upgraded"))
is what happens is the first string and GetCurrentWeapon get turned into a Boolean evaluation and then the second string is evaluated as a Boolean which is not comparable. if you run it in developer 1 you should get an error stating "can't compare Boolean to string" but if you arent running in developer 1 it will just kill the thread and not do anything

you need to make your if statement like this since you are testing the same string twice against two different values.
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if(self GetCurrentWeapon() == "m2_flamethrower_zombie" 
|| self GetCurrentWeapon() == "m2_flamethrower_zombie_upgraded")

As well as if you are using a model  that is not loaded by the zombiemode scripts then you need to preCacheModel the model before _load::main is called which is done inside of _zombiemode::main.
7 years ago
Your error has nothing to do with your FX, the error says there is no function named
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load_weapon_spec_fr0m_table
i have a feeling it is because in the word "from" there is a "0" instead of an "o"
7 years ago
yeah no problem, im glad you checked it. i havent scripted in cod for way too long and made some very stupid mistakes on that one. Thanks :)
7 years ago

And buttkicker I think you forgot to delete the tree or object, you deleted the trigger

your right about that, i guess thats what happens when you walk away from the computer while writing code that youre not commenting

fixed it here
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function initRemoveTrees()
{
level.treesCostMoney = true;
level.defaultTreesCost = 1000;
triggers = GetEntArray("treesTrigs", "targetname");
for(i = 0; i < triggers.size(); i++)
{
triggers[i] thread waitForTrigger();
}
}

//have to make trigger watch function for arrays of triggers
function waitForTrigger()
{
cost = level.defaultTreesCost;
if(isDefined(self.zombie_cost)
{
cost = self.zombie_cost;
}
self waittill("trigger", who);
//to check for cost
        models = getEntArray(self.target, "targetname");
if(level.treesCostMoney)
{
if(isPlayer(who) && who.score >= cost)
{

//totally removes tree from world
                        for(i = 0; i < models.size(); i++)
                        {
                                models[i] delete();
                         }    
             self delete();
     //can use hide(); instead to just hide the tree and show(); to make it visible again
                 }
}
else
{
if(isPlayer(who))
{
        //totally removes tree from world
                        for(i = 0; i < models.size(); i++)
                        {
                                models[i] delete();
                         }    
             self delete();
     //can use hide(); instead to just hide the tree and show(); to make it visible again
}
}
}
7 years ago
this would only work on one trigger and one object.
something like this would work better,

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function initRemoveTrees()
{
level.treesCostMoney = true;
level.defaultTreesCost = 1000;
triggers = GetEntArray("treesTrigs", "targetname");
for(i = 0; i < triggers.size(); i++)
{
triggers[i] thread waitForTrigger();
}
}

//have to make trigger watch function for arrays of triggers
function waitForTrigger()
{
cost = level.defaultTreesCost;
if(isDefined(self.zombie_cost)
{
cost = self.zombie_cost;
}
self waittill("trigger", who);
//to check for cost
if(level.treesCostMoney)
{
if(isPlayer(who) && who.score >= cost)
{
//totally removes tree from world
self delete();
//can use hide(); instead to just hide the tree and show(); to make it visible again
}
}
else
{
if(isPlayer(who))
{
//totally removes tree from world
self delete();
//can use hide(); instead to just hide the tree and show(); to make it visible again
}
}
}
7 years ago
i havent done much with bo3 but in waw you use clip_player, im going to guess and say that in bo3 its something similar if not the same
7 years ago
on line 72 you have a } instead of a ) for your closing parenthesis
7 years ago
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